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First of all, if you haven't played Monument Valley, you should definitely do so. It's one of the best mobile games out there and one of the most stylistically beautiful games, period.
Also, SURPRISE. The hit game got a surprise sequel that was announced at Apple's Worldwide Developers Conference and released at the same time. How developer UStwo managed to keep this under wraps until now is beyond me, but kudos to them for sustaining the surprise.
Monument Valley II features more of the same mind-bending puzzles but also focuses more on storytelling through the use of character animations and the environment. Also, the main characters (yes, there are two this time) are a mother and daughter, and the narrative will focus on their relationship through the game.
Will it directly tie into the first game's narrative? It doesn't appear to at the outset but you'll have to play the game to find out. Check out the trailer for the game below.
Monument Valley II can bought on iPhone and iPad today for $4.99. An Android release is coming soon, though no release window has been detailed yet.
Source: The Verge, Polygon
Will you be checking out Monument Valley II?

If you haven't heard yet, Super Mario Run is slated to release next month on December 15th for $10. The game is free to start and also features three modes that you can try, but to get access to everything, you'll have to pay the one-time fee of $10.
While I'm sure the game will be pretty good, there's been a lot of outcry over whether the price is too high. Honestly, I'm not too sure how the price versus content comparison works out yet, but for three modes and 20-something levels (I think?), that's not terribly bad. There are no micro-transactions like in other games you can play for free or for cheaper (like Rayman Jungle Run), and the price is equal to what people pay for two coffees at starbucks or two combo meals at McDonalds.
USgamer was able to put it a lot better than I did if you want to check out their reasoning on the matter. But at the end of the day, I think people are grousing on the price because the mobile app space has trained people to think that everything should be a dollar or less when most of these developers can't even afford to go on at those prices unless the games sell millions (see Candy Crush etc.).
We'll see what happens, but I'm glad Nintendo is standing their ground here. If there wasn't much content at all, that'd be one thing, but no one would blink an eye at the price if this were on the eShop.
What do you guys think? Is $10 too much?

Despite being a flawed game, Magic 2015 still keeps me busy. Figured I should start posting screenshots from the game. While it's certainly not a cheap ($) experience, it's still a lot less expensive than playing Magic in person. To get into this year's Magic on iOS, you are looking at a $20-$40 investment.
Here's a screen capture from my latest deck build which relies heavily on small token creatures and an enchantment which makes them huge.

Chances are just about everyone under the sun has heard of Pokemon. Though it is more likely known for the cartoon show and the many Nintendo titles, Pokemon fans can also tell you about the Pokemon Trading Card Game.
It was announced by the Pokemon Company International yesterday that the Pokemon Trading Card Game Online would be released on iPad devices in the United States today, making it more accessible to fans of the card game.
Pokemon Trading Card Online is a free app though in-app purchases for gems, the currency trainers can use to purchase booster packs, are available. Booster packs are helpful in improving one's deck.
Those who enjoy playing the Pokemon TCG Online on their computers can download the app for their iPads and iPad Minis today.
Source: VentureBeat

While I do enjoy playing Magic The Gathering on my iPad and PS3, it seems good sportsmanship exhibited by other players rarely exists. I'd estimate that in 80-90% of the multiplayer games I'm in where it's obvious I will win the match, the other player will exit the game which causes a slow down waiting for the computer to take over for them.
I'm not sure where the lack of sportsmanship comes from. Anytime I know I'm going to lose, I give my opponent the satisfaction of finishing me off and completing the game. It's a real shame the game doesn't punish those who quit out.
Even worse than people who "quit out" is people who will take the maximum time for every move they make likely in an attempt to get you to quit once you lose patience. Magic 2015 definitely gives players way too much time to make moves.
Perhaps the anonymous nature of online interaction encourages rudeness...who knows...

Hi Everyone,
Next Thursday, we'll be releasing our shooter, Crazy Chicken: Pirates on iPhone & iPad and to help celebrate the game's arrival we are giving away 10 iOS game codes on our Facebook and Twitter pages before the game's actual release (Sep 26)!
If you have Facebook, then head to our Facebook page, like our competition post and tell us who your favorite pirate is to place your name in the draw!
If you have Twitter, then head to our Twitter page and re-tweet our latest tweet about the competition!
It is that simple!
Winners will be announced on Sep 24!

Idolm@aster has remained a Japan-exclusive series... until now. Namco Bandai has finally decided to officially introduce western gamers to the series with a English release of The Idolm@ster Shiny Festa (originally for PSP).
Unfortunately (depending on who you ask), Shiny Festa is a spin-off of the main series. That means that rather than being an idol training sim, it's just a rhythm game. And here comes the bad part: The Idolm@ster Shiny Festa Melodic Disc, The Idolm@ster Shiny Festa Harmonic Score, and The Idolm@ster Shiny Festa Rhythmic Record are only available for iOS and are $55 each. Ouch.
In any case, each game has different groups of idols and different animated sequences. There's some free DLC out for it now, and future DLC to come.
Well, maybe this gives a little more hope that Namco will localize more Idolm@ster games.
What do you think about The Idolm@ster Shiny Festa being exclusive to iOS? What about the high price tag?

Remember that little tease Square Enix gave us yesterday about something Final Fantasy-related coming to us on "1.17," on a website tagged as â€œff_ATBâ€? Well, you can stop trying to figure out what it all means, because Square has just given us the answers; it's a new game titled Final Fantasy:
All The Bravest, and it'll grace the iPhone and iPad tomorrow.
Final Fantasy: All the Bravest is a good ol' classic-style RPG with all the retro goodness of olde. And what's more, it's a brand new adventure, rather than the typical ports the App store has been getting from Squeenix. The New Zealand iTunes store states that FF: ATB will have a battle system that is "based on the classic Active Time Battle (ATB) system of the Final Fantasy series." The description goes on to read that "every character possesses an ATB gauge that displays the time remaining until that character can execute an action. When the gauge is full, simply tap or drag your finger over the character to attack. Touch multiple characters in quick succession to experience exhilarating and fast-paced battle unlike anything you“ve ever played before!"
Aside from the battle system, FF: ATB (which may very well be named after the battle system being an ATB one) will also feature over 20 jobs, many of which will be familiar to Final Fantasy fans, such as the warrior, red mage, and monk. There will also be a musical score that includes over 30 tracks from past Final Fantasys that are sure to tap into your nostalgia.
But aside from all the retro throwbacks to the series' early days, All The Bravest will feature achievements and leaderboards, as well as an in-game shop where you can buy up to 35 additional characters from "a number of Final Fantasy titles," with new stages coming in time, which include newer titles like Final Fantasy VII, Final Fantasy X, and Final Fantasy XIII.
Final Fantasy: All The Bravest will be releasing for the iPhone and iPad tomorrow, January 17th. And if the New Zealand iTunes store is correct, it should cost somewhere around $4-$6 in the U.S.
Will you be picking up Final Fantasy: All The Bravest tomorrow?

A few months ago, we told you about a group of ex-Rare staffers with plans of creating a spiritual successor to Banjo-Tooie. Well, while we wait for that, five other ex-Rare staffers have decided to band together to form a new studio called Flippin Pixels. Unlike with the other Rare veterans, however, these five left the company just last year with eyes set on mobile gaming.
The new-found company consists of the following people:
Steve Brand - Studio Director
James Ackroyd - Software Director
Steven Hurst - Art Director
Shaun Read - Design Director
Gary Richards - Technical Director
"We have a lot to learn, but what we do bring is years of console experience and high quality execution," Ackroyd said in an interview with GI.biz in regards to their shift from consoles to mobile platforms.
"We've only just recently been looking at how to monetize through games," Ackroyd continued. "The nature of the mobile market is so fast moving you can't afford to stay on something for months. You need to get it out there while it's still fresh. It's a little bit like buying a lottery ticket but if you've got the quality there hopefully that rises to the top."
Flippin Pixels is already planning several different projects, with one currently in development.
"We have a concept that's actually partway into development and the rest of our concepts are in paper form and bubbling to the surface," said studio director Steve Brand. "We'll build those out to a bigger business plan and approach publishers with them, that's one of the short-term goals."
Are you interested in seeing what these former Rare employees have in store for the mobile market?

It looks like kids in the U.S. are crazy for Apple this holiday season. Neilsen graphs show that the Apple iPad takes the top spot, with 48% for kids aged 6-12 and 21% for those aged 13+.
For those aged 6-12, that's a whopping 9% over the newly released Nintendo Wii U. The iPod Touch, iPad Mini, and iPhone also take spots in the top five for the same age group.
Another tidbit of information out of these graphs, that's rather amusing, is that the PlayStation Move is tied with the Vita at 14% for kids aged 6-12. The PSP is also more desired than both at 18%.
You can check out both of the graphs below:
What do you think about Apple products being the dominating items on kids' holiday wishlists?

Can you believe that police duo, Sam and Max, are already 25 years old? To commemorate the occasion, Telltale Games has marked down the prices on their Sam & Max games for a limited time.
Xbox LIVE (now through September 10th)
$10 (800 Microsoft Points) for each individual season, which includes Sam & Max: Beyond Time & Space and Sam & Max: Save the World
Steam (September 13th-16th)
$15 for the Sam & Max Complete Pack (includes all 3 seasons – Sam & Max: Save the World, Sam & Max: Beyond Time and Space, and Sam & Max: The Devil“s Playhouse)
Sam & Max: Save the World and Sam & Max: Beyond Time and Space will be available individually for $10 each and Sam & Max: The Devil“s Playhouse will be available individually for $11.49
iOS (now through October 1st)
$1 for all individual episodes in the Sam & Max: Beyond Time and Space season
PSN (now through October 2nd)
$20 for Sam & Max: The Devil“s Playhouse and Sam & Max: Beyond Time and Space bundle
$13 for individual purchases of Sam & Max: The Devil“s Playhouse and Sam & Max: Beyond Time and Space
Now onto the giveaway details! One lucky person will be able to win a limited edition, deluxe Sam & Max statue. All you need to do is tweet to @telltalegames, include the hashtag #SamMax25, and have anything in your tweet relating to Sam and Max. Winners will be announced at the end of September.
Good luck!

Out of nowhere, just like Phantom R, it appears that Rhythm Thief & the Emperor's Treasure will be ported to iOS sometime this winter. The announcement comes from Sega's Japanese website under the upcoming releases section.
This iOS port of Rhythm Thief will apparently be free-to-play (which is a pretty much a steal, considering how good it is). However, according to the website for the game, there will be some unknown parts of the game that will require microtransactions. Also mentioned are new unknown modes and social features, no doubt to cater to the smartphone gaming crowd.
While this iOS release of Rhythm Thief is Japanese-only so far, there's no doubt Sega will want to bring it to North American shores as well. We'll see!
Would you play this free-to-play version of Rhythm Thief?

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